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Metaverse Health and Fitness - Benelux

Benelux
  • The projected value in the Metaverse Health and Fitness market in 2024 is estimated to reach US$128.2m.
  • This market segment is anticipated to experience a steady annual growth rate (CAGR 2024-2030) of 39.09%.
  • Consequently, the projected market volume is expected to reach US$928.5m by 2030.
  • It is worth noting that United States generates the highest value in this market, with a projected market volume of US$3.2bn in 2024.
  • Looking ahead, the number of users in the Metaverse Health and Fitness market is expected to reach 1.7m users by 2030.
  • User penetration, which is currently at 2.0% in 2024, is forecasted to increase to 5.8% by 2030.
  • Moreover, the average value per user (ARPU) is expected to amount to US$218.4.
  • It is important to mention that these projections and estimates are specific to the Metaverse Health and Fitness market and may vary across different market segments and regions.
  • In the case of the Benelux countries (Belgium, Netherlands, and Luxembourg), their contribution to the market can be further analyzed to provide a comprehensive understanding of the regional dynamics within this market segment.
  • The Benelux region is experiencing a surge in virtual reality fitness platforms, revolutionizing the way people exercise and stay healthy.

Definition:

The Health and Fitness market refers to the use of virtual and augmented reality technology to deliver health and fitness services and information. These applications range widely and include virtual personal training, virtual rehabilitation, virtual therapy, and virtual wellness programs.

Additional Notes:

The market comprises market sizes, users, average revenue per user, and penetration rates. Market sizes are generated through in-app purchases and consumer spending on items, products, and/or software. Market numbers about digital health can also be found in the Digital Market Insights. Key players in the market include companies, such as Black Box VR, VirZOOM, and Virtual Bodyworks. For more information on the data displayed, use the info button right next to the boxes.

In-Scope

  • Virutal fitness classes, such as Supernatural
  • Virtual personal trainings, such as Fitbit Coach
  • Virtual wellness retreats, such as Wanderlust Virtual

Out-Of-Scope

  • Digital fitness devices, such as Smartwatches
  • Over-the-counter pharmaceuticals sold via the internet, such as in Healthwarehouse
  • Health tracking apps, such as Health on Apple
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Metaverse: market data & analysis

Study Details

    Market Size

    Notes: Data was converted from local currencies using average exchange rates of the respective year.

    Most recent update: Mar 2024

    Source: Statista Market Insights

    Most recent update: Mar 2024

    Source: Statista Market Insights

    Analyst Opinion

    The Metaverse Health and Fitness market in Benelux is experiencing significant growth and development. Customer preferences in the Benelux region are shifting towards a more digital and virtual approach to health and fitness.

    With the rise of the metaverse, consumers are increasingly looking for ways to incorporate virtual experiences into their fitness routines. This includes virtual reality (VR) workouts, gamified fitness apps, and virtual fitness classes. The convenience and accessibility of these virtual fitness options are appealing to consumers in Benelux, as they can participate from the comfort of their own homes and at their own pace.

    Trends in the market show a growing demand for metaverse health and fitness solutions in Benelux. Virtual reality workouts, for example, provide an immersive and engaging experience that motivates users to stay active. These workouts often combine physical movement with virtual environments, creating a unique and enjoyable fitness experience.

    Additionally, gamified fitness apps are gaining popularity, as they offer a fun and interactive way to track progress and achieve fitness goals. Virtual fitness classes, on the other hand, provide a sense of community and social interaction, even in a virtual environment. Local special circumstances in Benelux contribute to the development of the Metaverse Health and Fitness market.

    The region has a high level of technological infrastructure and digital literacy, making it an ideal market for metaverse solutions. Additionally, the Benelux countries have a strong culture of health and wellness, with a high percentage of the population engaging in regular physical activity. This creates a receptive and enthusiastic market for metaverse health and fitness offerings.

    Underlying macroeconomic factors also play a role in the growth of the Metaverse Health and Fitness market in Benelux. The COVID-19 pandemic has accelerated the adoption of virtual fitness solutions, as people have been seeking alternative ways to stay active while adhering to social distancing guidelines. This increased awareness and acceptance of virtual fitness experiences has created a favorable environment for the development of the metaverse health and fitness market.

    Furthermore, the overall growth of the digital economy in Benelux has provided a solid foundation for the expansion of metaverse offerings. In conclusion, the Metaverse Health and Fitness market in Benelux is experiencing significant growth and development. Customer preferences, including a shift towards virtual fitness experiences, are driving this growth.

    The region's strong technological infrastructure, culture of health and wellness, and the impact of the COVID-19 pandemic are all contributing factors. As the market continues to evolve, we can expect to see further innovation and expansion in the metaverse health and fitness sector in Benelux.

    Reach

    Most recent update: Mar 2024

    Source: Statista Market Insights

    Global Comparison

    Most recent update: Mar 2024

    Source: Statista Market Insights

    Methodology

    Data coverage:

    Figures are based on in-app spending, consumer spending, app downloads, and investment and funding data.

    Modeling approach / Market size:

    Market sizes are determined by a top-down approach, based on a specific rationale for each market market. As a basis for evaluating markets, we use reports, third-party studies, and research companies. Next we use relevant key market indicators and data from country-specific associations such as GDP, consumer spending, and internet penetration rates. This data helps us to estimate the market size for each country individually.

    Forecasts:

    In our forecasts, we apply diverse forecasting techniques. The selection of forecasting techniques is based on the behavior of the particular market. For example, the S-curve function and exponential trend smoothing are well suited to forecast digital products and services due to the non-linear growth of technology adoption. The main drivers are consumer spending per capita, level of digitalization, and cloud revenues.

    Additional Notes:

    The market is updated twice per year in case market dynamics change. Consumer Insights data is unbiased for representativeness.

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    Key Market Indicators

    Notes: Based on data from IMF, World Bank, UN and Eurostat

    Most recent update: Sep 2024

    Source: Statista Market Insights

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    Metaverse - Statistics & Facts

    Regarded as the next iteration of the internet, the metaverse is where the physical and digital worlds come together. As an evolution of social technologies, the metaverse allows digital representations of people, avatars, to interact with each other in a variety of settings. Whether it be at work, in an office, going to concerts or sports events, or even trying on clothes, the metaverse provides a space for endless, interconnected virtual communities using virtual reality (VR) headsets, augmented reality (AR) glasses, smartphone apps, or other devices.
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